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fabio

WFG Programming Team
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Everything posted by fabio

  1. OK, it can be left as is now, maybe there should be a switch to disable it. When merged I'll file a bug against mesa. Thanks for all this work!
  2. Well, the non-public files are not so non-public, BTW: http://trac.wildfire...a/mods/internal
  3. It works fine without parallax OR without self_ligth. According to a your previous post you have a ATI Mobility HD 4670 (DX10 era), while I have a much older X1600 (DX9 era). quantumstate (RV770, which is a 48xx like your) and I are both using mesa, but different drivers (r300 on my card (this driver supports up to Radeon X1xxx), r600 on his card (Radeon 2xxx -> 6xxx)). In my previous post I also said what I get when enabling only one effect at a time and that with parallax only it's not pixellated. However I now noticed is very slightly pixellated (you can barely see it in the shot) and I get this: This is waht I get with svn status, I put them in binaries/data/mods/public/art/textures/skins/structural/ (I also used your later texture in previous post)
  4. I tried them all, one at a time while leaving the others to 1: #define USE_PARALLAX 0 It works fine with this. #define USE_NORMAL_MAP 0 Still bugged. #define USE_SPECULAR_MAP 0 The building disappear and I get this: ERROR: Failed to compile shader 'shaders/glsl/model_common_norm.fs': 0:196(43): error: `specColour' undeclared 0:196(45): error: type mismatch 0:0(0): error: no matching function for call to `mix(vec3, vec3, )' 0:0(0): error: candidates are: float mix(float, float, float) 0:0(0): error: vec3 mix(vec3, vec3, float) 0:0(0): error: float mix(float, float, float) 0:0(0): error: vec2 mix(vec2, vec2, vec2) 0:0(0): error: vec3 mix(vec3, vec3, vec3) 0:0(0): error: vec4 mix(vec4, vec4, vec4) 0:0(0): error: vec2 mix(vec2, vec2, float) 0:0(0): error: vec3 mix(vec3, vec3, float) 0:0(0): error: vec4 mix(vec4, vec4, float) #define USE_SELF_LIGHT 0 It works fine also with this. I also tried setting all to 0 and enabling them one at a time: they all looks good, except on the last one which again gives the same effects of USE_SPECULAR_MAP 0 with the others to 1.
  5. Thanks, it no longer prints the "r300 ERRORs" and it works a bit better now: there is still the "pixellated" effect but not on the whole building as before:
  6. Also note that on other maps without the roman buildings I don't get the "r300 ERRORs" but the terrain flashes with a darker colour.
  7. I'd suggest to update to precise, btw, I am no longer updating mesa drivers in my PPA on older Ubuntu versions.
  8. Tested the updated patch bumpy2.diff with 140 changed to 120 and added the pngs. My system: Ubuntu 12.04 + Radeon X1600 + mesa driver from git. I get this console output, repeated many times (apparently we are asking too much from my old card): r300: ERROR: FS input generic 20 unassigned, not enough hardware slots (it's not a bug, do not report it). r300: ERROR: FS input generic 21 unassigned, not enough hardware slots (it's not a bug, do not report it). and this image: EDIT: myconid, which Ati card and driver (fglrx or mesa) are you using?
  9. Can you select 50 citizen of your choice in a group of 100? Yes, but this will require a lot of time. The AI could do this instantly. The fact that you can beat an AI doesn't imply you are faster that it.
  10. If you like them there are other open source isometric games to play with: Widelands Unknown Horizons Commander Stalin Bos Wars
  11. Well, the AI can do millions of things every second, a human player can manage only one thing at a time.
  12. Volcanic Lands is a playable map, why is it under Demo Maps?
  13. Nice. What about using two M segment rather than a L and a S one when the wall is not long enough? This way towers are better distributed. Or was it intentional?
  14. You may want to add Rise of the East civilisation which looks already almost complete.
  15. Oh yes, I forget to mention the new nice dmg background, and the fact that ALT+ENTER no longer crash the game.
  16. I noticed VLC distribute a 32 and 64 bit dmg: http://www.videolan.org/vlc/download-macosx.html , dunno how it's done. BTW, the latest Alpha 10 dmg 10.5 image works perfectly here
  17. Comparing Linux to Windows/Mac is like comparing 0 A.D. to Age of Empires, from the licensing point of view. Linux and 0 A.D. are free software (both GPL) and everyone can modify and improve them.
  18. Now we want photo of 0 A.D. on it
  19. This looks cool, eventually it could be integrated in the final statistics and eventually made accessible also during the game in a dedicated panel.
  20. Ballistas moving and attaching without no one manoeuvring them looks a bit unnatural. Are they planned for a later release?
  21. Building a couple of market and sending 10 traders between them for every resource type, gives you a huge amount of resources with very little effort compared to collecting natural resources. Maybe it could be tweaked (less resource for every trader, or, better, supporting a limited amount of traders for every resource so that you should use a higher market distance to get more resource (since it depends on distance) which is more difficult since traders have higher chance of being killed)?
  22. Some findings about current SVN about qbot: it builds a lot of fortress, even one near the other; it builds no market; when I was attaching him with 10 ballistas their citizen soldiers continued collecting resources rather than killing my ballistas.
  23. I no longer find the preview button before posting.
  24. I deleted a market and all traders stopped, but FPS it's still about the same. And this is my profile, which looks similar. A* is dominating (pathfinding) taking 109.668 ms/f (its parent ComputeShortPath is at 113.024, sim update at 172.630 and total 266.713). Strange however why someone gets 60 FPS while looking much lower...
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